void Passive_buf(Skill_struct info) { ai.info.Power += (info.Sum_damage + info.Per_damage * 0.01f); //Danger = info.Danger; //ai.info.Damage_reduction = info.Damage_reduction; ai.info.PhyArmor = info.PhyArmor; ai.info.MagicalArmor = info.MagicalArmor; ai.info.AttackRange = info.AttackRange; ai.info.AttackSpeed = info.AttackSpeed; ai.info.MoveSpeed = info.MoveSpeed; ai.info.Critcal = info.Critcal; ai.info.Evade = info.Evade; ai.info.CD = info.CD; ai.info.Accuracy = info.Accuracy; }
public void Awake() { ai = GetComponent <Ai>(); skell_big = new Skill_struct(); skell_big.skill_name = "강타"; skell_big.level = 1; skell_big.release_level = 1; skell_big.target_num = 1; skell_big.target_type = 0; skell_big.Sum_damage = 0; skell_big.cooltime = 0; skell_big.range = 0; skell_big.percent = 0; skell_big.duration = 0; skell_big.buff = true; }